Recently I wanted to enable the PGS solver in my ship simulator game, however it causes a serious problem with my ships which happens when they collide with moving characters. I’ve been trying to fix it myself, but without success so far.
This is what I know about the issue:
players are able to “kick” ships away
humanoids with higher WalkSpeed affect the ship movement more
the problem becomes extreme when there are two or more players on the ship (as shown in the video)
with PGS disabled, the issue doesn’t exist - the bodymovers responsible for moving the ship are incomparably “stronger” than any number of characters
for me, the issue doesn’t seem to happen in studio, even with multiple players - it only happens online
I’ll be very thankful for any help. This is the only thing which is preventing me from using the PGS solver in my games.
By using this way, would it still be possible for the players to interact physically and walk on the ships? About the network ownership, the physics of the ship is owned by the player who is sitting on the captain’s seat, and if no one is there, it’s owned by the last person who sat on that seat.
Yes. On the drivers client you disable collisions between boat and every other player in game.
Those players will still collide with the boat locally but won’t affect the boat since it’s networked to the driver.
Is it even possible to set collision groups on client? It doesn’t seem to work online for me. The wiki says they can only be created and configured on server.
It only seems to happen with 2 or more players, and online, the unwanted effect is much more intense than in studio. To reproduce it, at least two players must be walking on the ship, high walkspeeds are recommended.
Hey CaptainMarcin, SerClockwerk - we have a fix that appears to address the issue you found with 2 or more characters on a ship using the PGS solver. At this stage we’d like to limit the new code to specific games.
Please let us know which of your places are experiencing this problem, and we will activate the fix for these places and let you know when you can try it out.
When I tested it, the problem was exactly the same - the ships were easily blocked, moved and kicked by characters, causing chaos.
I’ll check soon if there are any improvements on my test server.
Can you provide a test level that simply spawns one of your ships? I need to be able to test this in Studio, but your entire place is too heavy to be able to play around with safely.
You can either uploaded it to a different place on ROBLOX or send it to me VIA PM if you don’t want to share your tech with people.
Could you please verify this again? I was able to test the fix we applied to the two places you linked above:
One caveat I may have found was that for the first 30 seconds of the game the fix may not fully activate itself because its tied to testing whether your machine can handle extra performance of simulating MORE humanoids on your machine.
If you are available, I could test this with you if you’d like.